Apocalypse Centipede Swarm
N Diminuitive Vermin (Swarm)
darkvision 60-ft, tremorsense 30-ft; Listen +0, Spot +4
fear 100-ft (DC 13)
20 (+4 size, +6 Dex), touch 20, flat-footed 14
63 (14 HD); fast healing 10
40-ft, climb 40-ft
swarm (3d6 plus poison)
Dodge, splitting, swarm traits, vermin traits
Str 1, Dex 23, Con 10, Int -, Wis 10, Cha 2
Ability Focus (distraction)B
, Weapon FinesseB
Climb +14, Listen +0, Spot +4
Any living creature that begins its turn with an apocalypse centipede swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.
Each creature within 100-ft of an apocalypse centipede swarm that witnesses it bringing down another creature must succeed on a Will save (DC 13) or be frightened for 1-min. Success leaves the creature shaken for 1-min but does not negate the need to make a new saving throw for each such incident. Fear is a mind-affecting fear effect.
Injury, Fortitude DC 14, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
When an apocalypse centipede swarm takes more than 10 points of damage from a single attack, it splits into two identical apocalypse swarms, each with ½ the hp that the original swarm had when it split (rounded down). An apocalypse centipede swarm with 1 hp cannot be split, and one with 0 hp is dispersed as normal.
Each piece of a split apocalypse centipede swarm can heal damage normally, up to the number of hp it had upon formation. Healing damage does not allow the swarms to recombine.
An apocalypse centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.